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The Modern Jump Rope: The Future of Active Video Games. AAHPERD National Convention Charlotte, NC 2013 Lisa Witherspoon, PH.D. Assistant Professor - University of South Florida Director of the USF Active Gaming Research Labs. What is Active Gaming (AG)?.
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The Modern Jump Rope: The Future of Active Video Games AAHPERD National Convention Charlotte, NC 2013 Lisa Witherspoon, PH.D. Assistant Professor - University of South Florida Director of the USF Active Gaming Research Labs
What is Active Gaming (AG)? • Exergaming, Interactive Fitness, Technology-Driven Physical Activities Technology Physical Activity Active Gaming • Dance Dance Revolution, Nintendo Wii, Microsoft Kinect, Sony Move
Why Active Gaming • Obesity Physical Activity • Born Mobile – Technology Saturation
Then and Now Then – (5 - 7 years ago) a few health facilities and schools Now – Doctor’s offices, corporate wellness facilities, hospitals, schools, health facilities and at HOME!
AG and the DAP Challenge • AG is a tool to Accomplish Learning Objectives • Planning Lessons around AG? Scope and Sequence? • Maximizing Participation • Providing Specific Feedback • Assessing Objectives
A Challenge in the Physical Education Curriculum • Purpose of AG in the classroom • Effective and is 21st Century • AG is not a babysitter • Connection to the Home– making it relevant!
The Future of AG? • Technology is not going away! • Technology is becoming more appealing and desirable • Active Gaming continues to develop and improve • Gesture Tracking • Products developed for the Physical Education Classroom
The Future of AG in Schools • Physical Education teachers must adjust • Physical Education teachers must become aware and educated • Why? • Professional Development – workshops, conferences, personal training, etc.
Thank You Lisa Witherspoon Ph.D. withersp@usf.edu Assistant Professor, School of Physical Education and Exercise Science Director of the University of South Florida Active Gaming Research Labs